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The Book of Biollante

Re: The Book of Biollante - Growing (VOTE for Public Playtes

This passes. Thanks. Going to get to Calendar Man this week, but I'm moving Biollante out first due to release order.
 
Re: The Book of Biollante - Blooming (Public Playtest)

C3G INITIAL PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT Biollante

___________________________________________________________​

Army Test 1
Map: Conflict Chernobyl
Units:
Biollante (1000)
vs.
Fantastic Four (1000)
Spoiler Alert!


___________________________________________________________​

Army Test 2
Map: Conflict Chernobyl
Units:
Biollante (1000)
vs.
Luke Cage(190), Iron Fist(260), Moon Knight(150), Ronin(180), Cap(220) (1000)
Spoiler Alert!


___________________________________________________________​

Army Test 3
Map: Conflict Chernobyl
Units:
Biollante (1000)
vs.
Hawkwoman(260), Wonder Woman(310), Green Arrow(210), Black Canary(220) (1000)
Spoiler Alert!


___________________________________________________________​

THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
She's definitely a beast, and a fun single unit army, so that's great. I think she'll do well in multi-person matches as well, as that means more player turns. I think she could probably use a nerf with these 3 wins. The F4 could just be a big luck game for her, but they were decimated. The other 2 teams fared better, but she still was nasty with the Tendril wounds + lockdown combo, and had enough staying power to not expend her last marker, at which point she gets her harder hitting SA.

I noticed 4/5 games ran for initials were against other solo army units, where of course Tendrils is limited to 1 target, a target which also once they get in, is going to hit a lot harder than a typical unit does in a standard army. So no surprise she would fare worse in those matchups vs. an actual army, during which she's currently undefeated.

My suggestion would be to go with 1 fewer marker(as-is, she's rocking essentially a 24+ Life), or to switch the Tendrils to be a d20 roll with slightly lesser success rate odds(like 13+), or maybe both? With 1 fewer marker, 3/4 games against armies suddenly become a lot closer, so I would probably prefer that. And I'd stress with additional testing to keep seeing more games against armies, as that's going to be her strong suit as-is.

If you're worried at all about that making her too easily defeated against solo big bads, I'd make Tendrils target 2 spaces, instead of 2 figures, and then you'd be able to hit double spaced figures twice, or just make it so she can choose Huge figures twice etc.
 
Re: The Book of Biollante - Blooming (Public Playtest)

Fwiw, I think her essentially having 24 Life is fine, as she's almost always going to have height disadvantage and will have some problematic match ups. I think that in games where she doesn't have a ton of overflow wounds ignored by the markers, she's more reasonable. So I think a good take might be to reduce the markers by one, but up her life to 8 to keep that 24 Life but lessen the overflows.
 
Re: The Book of Biollante - Blooming (Public Playtest)

I do wonder if we should cut out the movement denial part of the grasping tendrils. I'm surprised the Fan Four would fall like that without doing a single wound, though. I'd think they'd be activating three figures often enough that Biollante wouldn't be able to stop them all from swarming her.
 
Re: The Book of Biollante - Blooming (Public Playtest)

She could stop 2 of them fairly often, if not 1 of them. Fantastic only rolled for 1 figure for most of the match, but it was also over pretty quick. They lack range is the main issue, and IW isn't gonna be offering much attack wise.

I'm not sure upping life is necessary? Even if you take away 1 marker, with the results as-is, you're looking at 3 wins for her, and potentially 1 loss from your initial army game. But even then, you have to consider that would mean she would have had the crazy good SA sooner in your game, so may have still been a win, and in mine the win may have come a hair quicker?

But if you feel it's necessary, go with what you feel. Just don't think it's needed. If anything, I'd say just up the Defense to 6 to match stats if you want slightly more survivability to make up for the marker reduction.

If you take away the lockdown aspect, I think that significantly changes results, and would absolutely cut down her effectiveness. But that also means a lot of these tests become data that feels no longer applicable? I'm inclined to say keep it as-is and just remove a marker. She was fun, challenging, and brutal, all fitting for a 1 person army. I don't know if that'd stay true without the lockdown in her toolset.
 
Re: The Book of Biollante - Blooming (Public Playtest)

Was the lockdown part of her too frustrating to play against? I could see that happening too. Even if I'm not playing a full-melee army, it might just be no fun to play her if she's constantly stopping my figures.
 
Re: The Book of Biollante - Blooming (Public Playtest)

It does sound like just dropping a single marker is the simplest route, so I'll go with that for now.

I figure *most* of the time the dice won't be hot enough to fully deny people the ability to get to her.
 
Re: The Book of Biollante - Blooming (Public Playtest)

It definitely was effective at disrupting the opponent's plans/turns about half the time. That's of course dependent on the army. Luke Cage has more flexibility in who he activates, so if she locks down one, he can activate a different one etc. But yeah, it's not exactly something you're going to love as the opponent, but lockdown never is(blob, Graviton, Jean etc.)

The thing is though, once you manage to engage her or get within whatever that figure's range is, it becomes a non-factor for that figure as they can still attack/use specials etc. So it feels like a resistance at first to get in, then once you're in you're in. If she could throw you back out, I'd say it's a different story. But as-is, I never felt like leaving an engagement with her was worth it, especially given her limited options map placement wise.

I think I dig it here if only because it fits the character and the 1000 point Event Hero big level threat feel. You feel like you're fighting a boss, and it helps make her feel unique in play compared to Surtur, Godzilla, King Kong etc.
 
Re: The Book of Biollante - Blooming (Public Playtest)

A little more complicated, but just to try to reduce the "impossible to even approach" effect, what if we did something like this?

GRASPING PLANT TENDRILS
At the start of each player’s turn, you may choose up to 2 figures within 12 spaces of Biollante. Roll one unblockable attack die against each chosen figure. If you roll a skull, the chosen figure receives a wound. If you roll a shield, the chosen figure may not move until the start of the next player’s turn.
 
Re: The Book of Biollante - Blooming (Public Playtest)

My thoughts exactly on why I had it here, so I'm glad it's evoking that! :up:
 
Re: The Book of Biollante - Blooming (Public Playtest)

Cool, as long as she feels well, that's all that matters. I just sometimes like to step back and see if it's something I wouldn't want to play against just because I wouldn't enjoy my time.
 
Re: The Book of Biollante - Blooming (Public Playtest)

A little more complicated, but just to try to reduce the "impossible to even approach" effect, what if we did something like this?

GRASPING PLANT TENDRILS
At the start of each player’s turn, you may choose up to 2 figures within 12 spaces of Biollante. Roll one unblockable attack die against each chosen figure. If you roll a skull, the chosen figure receives a wound. If you roll a shield, the chosen figure may not move until the start of the next player’s turn.

Thoughts on this?
 
Re: The Book of Biollante - Blooming (Public Playtest)

I’m not sure that’s going to make the opponent feel any better. Rather than double suck it’s even higher odds of one or the other.

You can always cut down on the range of it, too, as an option. Like 9 spaces instead of 12 etc.
 
Re: The Book of Biollante - Blooming (Public Playtest)

I have 12 spaces because I want to avoid auto loss situations for Biollante where she’s on a map where she can’t move at all and the enemy has a long ranged figure that can snipe at her without ever being touched.

My thoughts with that proposal is that it’ll do stuff more consistently, but the movement stopping in particular will hit less often so you will be able to reach her more reliably, since you can take the wound and keep moving. And once you are in attack range, the shields are mostly irrelevant.
 
Re: The Book of Biollante - Blooming (Public Playtest)

What if we made it more tactical?

GRASPING PLANT TENDRILS
At the start of each player’s turn, you may choose up to 2 figures within 12 spaces of Biollante. Roll one unblockable attack die against each chosen figure. If you roll a skull, you may choose to either inflict a wound on the chosen figure or for the chosen figure to be unable to move until the start of the next player’s turn.

Basically she reaches out to grab you and can either hold you or hurt you. Since most of what you're doing as Biollante's player is just rolling a die or two each turn, allowing some more player choice might be useful. And this way if you roll skull after skull you have to choose to either hold people OR wound them. You can't do both.
 
Re: The Book of Biollante - Blooming (Public Playtest)

That's fine. I still don't think it's an issue as-is, but if you want more decision making and to reign her in a tad in that aspect, sure.
 
Re: The Book of Biollante - Blooming (Public Playtest)

Both sound like valid options.
 
Re: The Book of Biollante - Blooming (Public Playtest)

That's fine. I still don't think it's an issue as-is, but if you want more decision making and to reign her in a tad in that aspect, sure.

Sure. I mostly want to avoid a situation where someone is just super hot on their dice and she becomes completely impossible to deal with.

With the tactical choice version I like the idea of being able to choose from the Biollante player side, but I guess if your dice are hot you can also put the game in stalemate forever, which is kinda sucky.
 
Re: The Book of Biollante - Blooming (Public Playtest)

Toying around with a game against the Fan Four, I think the skull being either or feels like you'd have way too much control in possibly a bad way.

I played the skulls and shields version through a full game and shields rarely popped and the Fan Four had better dice overall and won pretty handily, but were down to one life Invisible Woman, one life Human Torch, and full life Mister Fantastic. Torch's decision to go Supernova felt like it had more weight for sure, though.

I'm leaning towards that version, and if she's feeling too soft, I might boost life a tad.
 
Re: The Book of Biollante - Blooming (Public Playtest)

Updated the SP with the shield version of Grasping Plant Tendrils. Also previously bumped down to two Spore markers.
 
Re: The Book of Biollante - Blooming (Public Playtest)

Cool. I liked the shield mechanic better. :)
 
Re: The Book of Biollante - Blooming (Public Playtest)

From Toy's tandem testing with Skinderella (assuming her write ups are pending). Some pretty big changes suggested, so let me know what you think, please!

Thanks!

toyhandle said:
Game 1:

I brought an army built around the theme of the Science Patrol from the Ultraman TV show. Knew Biollante’s card, but didn’t know the map. I don’t know if the Science Police would ever stand much of a chance against Biollante, but Icy road was too huge, and all but assured defeat. The tendrils were rolling way above average, landing skulls almost every single time, taking out basically 2 of my Science Police on each player turn. On a smaller map, like Conflict Cheronbyl, I’d have many more turns of 6 attacks on Biollante, but I was basically cut down to size by the time the battle really started.

Game 2:
Godzilla was rolling pretty lame attacks, and more than one whiff on defense. Completely whiffed against Biollante’s first and only Special attack, although Godzilla was pretty near dead anyway. Godzilla has a higher attack, more life, and equal defense on Biollante, but Biollante’s range, and the spores ignoring and resetting wounds left Biollante on top with a full 6 life at the end, though sporeless.

Game 3 &4:
Tried my hand at Biollante on Ravaged Road for these two games, which played out almost identically. Another very long map, so I got tied down before I could try the tendrils on Zemo. My unblockable rolls were no where near as lucky as Skinderella’s, rolling way below average. Skinderella’s army was basically a counter draft, and Skinderella was able to get 1 spore marker off my card each game with Wiccan, and I either lost my second marker, or it was already gone by the time Wiccan could roll for it again, as She-Hulk took care of most of the rest.
Personally, I also think She-Hulk is very undercosted, and she was able to carry Wiccan, even when I rolled a Shield on him for my Tendril rolls.

THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
Cost is right what it should for the character in this game, and it’s basically a 1-figure army, so that takes care of Draftability. Balance was kind of all over the place. She felt way too powerful in the first game, very strong in the second, but the last two games showed she had a very exploitable weakness. And there was also She-Hulk, who is everyone’s weakness.

GENERAL THOUGHTS ON THE TESTED UNIT:
She’s got a lot of great mechanics that capture the character nicely, but I think she could use just a few tweaks.

I think she should have the option of maybe a once-per-round/game Animated Vines style placing movement, as picking a map where she could leave the start zone was a challenge in itself. She can’t even be placed in a Mogo Start Zone.
She’s able to tunnel in the movie:

https://youtu.be/d4eWp2oPPoE?t=14
And in the video game Godzilla Unleashed:
https://youtu.be/Jqj5rO383aY?t=310
Would make her much more playable and fun.


Rolling for unblockables at the start of each player turn was frustratingly powerful, and might be over-dominant in a lot of matchups and multiplayer games. I think it could be more fun to have the wounding only be on your turns, and the movement prevention be on Opponent’s turns.

Lastly, I think Spore Regeneration needs a line like, “Spore markers cannot be removed from this card in any way except by this special power.”
It’s cool to have a weakness, but it’s too easy for a 200pt character to have a 50% chance of taking out 1/3 of Biollante’s life (plus any other wounds the marker would have prevented) every round (after attacking).

Can’t say much about the special attack, as she was too alive to use it game 1, only had one chance to use it game 2, and was reality warped, objected to, and beaten into submission before she could use it in games 3 &4.

Other than that, she’s really excellent, feeling like the nasty, spewing, tendril-y, regrowing plant behemoth that she is.
 
Re: The Book of Biollante - Blooming (Public Playtest)

Hard to assess too hard, since we're missing the actual army results. It looks like Toy was still letting Wiccan get carried when he couldn't move, which is incorrect I think.

I do see some sense in not letting a 1,000 point figure get their marker warped away by Wiccan. If we made a change here, we'd probably also want to make one on Ghidorah?
 
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